0ad/source/simulation2/components/CCmpTerrain.cpp
Ykkrosh 11a20e1bcf # Handle terrain passability and movement costs in pathfinder.
Simplify terrain code (remove Handle indirection).
Delete unused terrain properties.

This was SVN commit r7590.
2010-05-27 23:31:03 +00:00

86 lines
2.2 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpTerrain.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
class CCmpTerrain : public ICmpTerrain
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Terrain)
CTerrain* m_Terrain; // not null
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode))
{
m_Terrain = &context.GetTerrain();
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(context, paramNode);
}
virtual CFixedVector3D CalcNormal(entity_pos_t x, entity_pos_t z)
{
CFixedVector3D normal;
m_Terrain->CalcNormalFixed((x / (int)CELL_SIZE).ToInt_RoundToZero(), (z / (int)CELL_SIZE).ToInt_RoundToZero(), normal);
return normal;
}
virtual entity_pos_t GetGroundLevel(entity_pos_t x, entity_pos_t z)
{
return m_Terrain->GetExactGroundLevelFixed(x, z);
}
virtual float GetExactGroundLevel(float x, float z)
{
return m_Terrain->GetExactGroundLevel(x, z);
}
virtual void MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
{
CMessageTerrainChanged msg(i0, j0, i1, j1);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
};
REGISTER_COMPONENT_TYPE(Terrain)